WWF RAW Model Format Research(.FML)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
eri619
Posts: 21
Joined: Sun Nov 29, 2015 11:06 pm

WWF RAW Model Format Research(.FML)

Post by eri619 »

It has always been my aspiration to learn 3d model reversing.I have zero knowledge about 3D Modes as of now.I've decided to explore the model file of WWF RAW,I've modded RAW For many years before i stepped onto SVR and 2K.I will post any information i know about the format here.
As of now here is what i know,the game has 3 different model files for each wrestler.
C0XXH.FML
C0XXL.FML
C0XXM.FML
These files are located inside the character folder inside FF.XPK File.You'll require XPKGUI.exe to open and extract game files.

Where XX-Stands for the Wrestler/Character ID
H-High Poly Version of the model for inring
L-Low poly version of the model,when the wrestler is viewed far away
M-Medium Poly Model.

The model file has a small header,after the header it has a TOC(Table of Contents) which has the names of objects inside the model which includes the bones.The TOC doesn't contain any offsets to indicate their starting positions.However the data starts with the object name.
The model file contains 9 different head objects for different facial expressions
n_Head-Normal Head
The ones from H_HEAD00->H_HEAD07(Are for different facial expressions,for example for open mouth,closed eyes etc)
Although they have removed blood from the game just before release,the model file does have 5 separate head objects for blood animations.
n_BLOOD
BLOOD00->BLOOD05
When its time for the wrestler to bleed a red flash appears on the screen to indicate that the wrestler starts to bleed,however the wrestler doesn't bleed.What i believe is that they have taken out the U-V Mappings off the blood objects.

After the TOC,The material assignments begin.
just after the material assignments,the list of textures used have been listed.
After the texture listing begins the bones/armature.

n_CTR
o_body
j_chest
o_sako_l
j_u_arm_l
j_f_arm_l
HAND_L
o_sako_r
u_arm_r
j_f_arm_r
HAND_R
j_neck_a
j_neck
n_waist_b
j_thigh_l
j_leg_l
L_FOOT
j_thigh_r
j_leg_r
R_FOOT
Just after the end of bones begins the mesh data which is named after the corresponding body part which begins with
H_SKIN
n_HANDL
H_HANDL00->H_HANDL21
H_HANDR00->H_HANDR21
H_HANDL00
n_BLOOD
BLOOD00->BLOOD05
n_head

H_HEAD00->H_HEAD07

Bone Hierarchy has been solved

Code: Select all

n_CTR
o_body
j_chest
o_sako_l
j_u_arm_l
j_f_arm_l
HAND_L
o_sako_r
u_arm_r
j_f_arm_r
HAND_R
j_neck_a
j_neck
n_waist_b
j_thigh_l
j_leg_l
L_FOOT
j_thigh_r
j_leg_r
R_FOOT


Each object contains the mesh data,UV-Data,faces,vertices,face indices and so on.I have attached a sample model file of The Rock below
https://archive.org/download/TheRock_20 ... e_Rock.rar
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: WWF RAW Model Format Research(.FML)

Post by Acewell »

can't let previous research be swept under the rug :P

http://forum.xentax.com/viewtopic.php?f=16&t=13978